RuneStorm
http://www.runestorm.com/forums/

DM/KF-FC2-Fort
http://www.runestorm.com/forums/viewtopic.php?f=75&t=74836
Page 1 of 1

Author:  OCAdam [ Thu Dec 11, 2008 8:46 pm ]
Post subject:  DM/KF-FC2-Fort

I've started a 'new' map a few days ago with the intent on making it a DM and KF conversion. This particular map is actually the fortress you can find in the northeast section of the northern map in Far Cry 2.

It's quite the monster to make, but I think effort will be worth it when I'm done. This place is my favorite to infiltrate, and I think it would work very well as a DM level, or even as an Assault level. As a KF map, it'd also be great for making those zombies take different routes to get up to your location. If you've messed around in that fort, you'll know that there are 3 entrances to the fort, but 4 ways to get into the area of the entrances. What this will mean is that KF teams will have to actually use some teamwork to cover their bases and protect the routes up to the fort (of which there are 3).

So far all I got is a picture of the little bit I do have. What I do have should be a good start to a great map I think!

Author:  zer0 [ Fri Dec 12, 2008 1:26 am ]
Post subject:  Re: DM/KF-FC2-Fort

i have never played far cry before so I have no idea what it looks like, what I think you should do, though is put a tunnel and maybe a large door or something under the castle, that way, if you're not careful, they will bust in and take your whole team from behind, adds another surprise element in to the mix

Also you should put trees around and a big grass lawn, sort of like the mansion in 28 days later... and maybe put like a stable/shack a little way from the castle and put a wildcard spawn for DM and a trader for KF, that way you have to leave the castle to get supplies and then run back before you are overwhelmed with creatures

and put in some weather effects like rain and put big spotlights aiming onto the lawn so you can see them from a distance or if you want to keep it medieval, put a few camp fires around

Author:  OCAdam [ Fri Dec 12, 2008 5:08 pm ]
Post subject:  Re: DM/KF-FC2-Fort

I'm actually trying to do a recreation of the actual area around this fort. If only I could get my phone to connect to my PC correctly so I could upload pics....

The basis of the terrain is that this is a fort enclosed by 3 sides by mountainside cliffs. The 4th side of the fort is another cliff, which leads to a nice grassy plain below. There are 3 main paths up to this fortress, 2 of which directly come from the plains below. The last one is a bit of a side route that goes up to the front entrance of the fort.

In any case, teams will be forced to protect at least the front entrance, and the backside path up to the back of the fort. Smarter teams will actually add snipers up in the towers, just like in FC2 (except those snipers are trying to kill YOU, not zombies). There is an abundance of ammo in the fort, and a few health bottles, but very little in the way of explosives. Also, there is one fuel resupply in the lower courtyard. So to recreate this in UT, I'll give players access to a lot of bullet ammo at places, one place for a single fual canister for the flamethrower, but force players to go down to the plains for the trader to stock on explosives. I already even know which place I would place the trader at, where there's a small shanty right at the bottom of the path into the plains from the front entrance.

Sounds complex, but the main thing is to get the terrain as decently replicating the FC2 Fort's terrain. Then it'll be onto the details. But for now I gotta get the fort itself finished! You see version 0.1b of the fort right now. I'm actually reworking the area a bit from a previous variant, but it looks a lot better than my 0.1a version. Right now I say it's v0.11.

--

Random Note: Just did an invasion of the fort again in Far Cry 2 so I could get some more of the map.... mapped out. Needless to say, it was a pretty damn PERFECT run! Using the AS50 and a Deagle (50 cal sniper, 50 cal pistol), I did a no-damage taken runthrough of the place. 16 sniper shots and 3 or 5 Deagle shots later, I killed every enemy in the place (2 snipers, 1 lower guard, and about 6 fort guards). Stealth may not be my name, but 50 cal sniping in FC2 seems to be! WHOOHOO!!

---

I have a new picture for you guys to look at. It may not seem very major, but to me it is. You will now be able to notice that I've added the railings as places in the actual fort. Next up: the 3 corner towers and the central administrative type building. You can see where these will all go by the holes I left open in the fort's design.

Image

Author:  OCAdam [ Sat Dec 13, 2008 9:03 pm ]
Post subject:  Re: DM/KF-FC2-Fort

So people might see this thread again.... I'll throw in another new post.

--

I've finally completed the railings, and am starting to work on the towers and admin building (as I call it now).

Image

--







New update! Got the 3 corner towers completed! Now it's just for the admin building, and this place will be finished with the BSPs. At that point, I can start to work on the placement of the random statics in the fort, along with the moveable karma objects and even doors. From there, I can start to work on the terrain (that will be a doozy to mess with...). Please people, make some comments!

Image

--

Update: Finally finished the BSP of the level. No new screenshot since it'd look the exact same as before practically, minus the admin building showing the windows now.

Author:  movie002 [ Sun Dec 14, 2008 7:35 pm ]
Post subject:  Re: DM/KF-FC2-Fort

wow looks just freekin like the one from fc2 :o

Author:  Glosmostinex [ Sun Dec 14, 2008 7:41 pm ]
Post subject:  Re: DM/KF-FC2-Fort

it's looking good!
the action will be just in the fort or outside it too?

Author:  OCAdam [ Sun Dec 14, 2008 7:57 pm ]
Post subject:  Re: DM/KF-FC2-Fort

Thank you!

If you are in the fort, you are on your last legs probably. The fort itself is about.... 10% of the level's area, or at least the part of the map I'm creating that is. For DM, you will probably be in the Fort most of the time, however.

movie002 wrote:
wow looks just freekin like the one from fc2 :o


EXACTLY what I was going for. :D

Author:  P_Colossus [ Tue Dec 16, 2008 4:46 am ]
Post subject:  Re: DM/KF-FC2-Fort

Cool stuff, i already see me placing miniguns on the towers :D
BTW is it possible to place deployed weapons in the editor ?

Author:  OCAdam [ Tue Dec 16, 2008 6:26 am ]
Post subject:  Re: DM/KF-FC2-Fort

Well, I do want to throw in mounted weapons to the fort, but the only problem is (at least with the KF mounted turret) that the turrets aren't tall enough to place them like FC2's. So to counteract this, I'll see if I can't mout M353s onto the railings themselves.

Oh, and that means I'll need to actually make a specific version of the M353 that is unable to be unmounted, and uses no ammo. I'm quite sure you can place mounted guns though, mid-editor. :P

Author:  Sergeant Kelly [ Tue Dec 16, 2008 8:13 pm ]
Post subject:  Re: DM/KF-FC2-Fort

Yeah, since mounted guns are vehicles they can be placed mid-editor. With slight modification to the default properties you can make them permanent too.

Author:  zer0 [ Tue Dec 16, 2008 8:19 pm ]
Post subject:  Re: DM/KF-FC2-Fort

What would you do about the ammo?

would you be able to make it unlimited ammo (but still reload) or would you have to put an ammo pack/specific ammo right where you would sit/stand when using it?

Author:  OCAdam [ Tue Dec 16, 2008 8:33 pm ]
Post subject:  Re: DM/KF-FC2-Fort

That's an easy matter to fix when coding a new version of the gun.

AmmoPerFire=0

There, that's all. :P Infinite ammo turret, and needs to never reload.

Author:  zer0 [ Tue Dec 16, 2008 10:41 pm ]
Post subject:  Re: DM/KF-FC2-Fort

well, can you make it so it can never be taken away and so that it does have to reload but still has unlimited ammo in stock?

Author:  OCAdam [ Wed Dec 17, 2008 6:20 am ]
Post subject:  Re: DM/KF-FC2-Fort

Hmm.... the first is simple to do:

SecondaryFire=None

The second with the 4rd might be a bit harder... Maybe allow the gun to reload even when there is no ammo somehow? I need to figure that bit out...

Author:  zer0 [ Wed Dec 17, 2008 6:42 am ]
Post subject:  Re: DM/KF-FC2-Fort

I was just thinking that if it did have to reload, but still have unlimited ammo, it would give the user a slight disadvantage, rather than be an unstoppable machinegun junkie all the time :write:

Author:  OCAdam [ Wed Dec 17, 2008 2:42 pm ]
Post subject:  Re: DM/KF-FC2-Fort

You are quite disadvantaged that you can only attack lower levels of the fort anyways, or the entrance of the fort. In the Killing Floor version, I'll probably have the simpler inf ammo version so it doesn't annoy players. The fort's backside is completely vulnerable though... hence why in FC2, that is the most guarded part of this place (but still not guarded very well, there are 6 guys only).

Page 1 of 1 All times are UTC - 6 hours
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/